The aesthetic goal for the board game Grottan/Cave was survival and paranoia. When we created our aesthetic goal we wanted to emulate the proper feelings with the high concept. The high concept was based on the movie Sanctum where you are a group of scientists stuck in an uncharted cave system and the only way out is by exploring the cave.
While trying to define these we came to the conclusion that there were several “feelings” we felt were necessary for us to create a creepy and horrible environment. The environment would emulate the feeling of having to swim through a dark cave without the knowledge of where the exit is, just to survive.
Fear: Take stuff, Frustration, Anxiety, Hatred, can’t find your way home, Take other people stuff (secret)
Friendship: Survival -> Hunger games; Vulnerable, Helpless, Alone/Backstab or go together, against all odds -> Food, water, loss of strength/helping out.
Insanity: Wild animals, stuck in tunnel, drowning, stuck with arm, attacking friends, alone/backstab or together. Standing on a cliff edge with a friend and pushing them over the cliff, bring someone else down with you. You are going to climb a cliff, which climbs first.
Catastrophes: Flesh eating Humanoids, Earthquakes, Flooding, Lava,
Exploration: Finding the exit, searching for food, desperately doing things you would otherwise not do to find it.
(Desperation)
After we decided what the primary feelings were and a few examples on how we could accomplish them, we went about discussing how we could emulate those using different actions in the game using mechanics.
Mechanics:
· Removing tiles/vision
· Commonly held food/Bullying/stealing/bluffing
· Food connected to strength = weaker less food
· You have a starting tile
· Player cards/predetermined stats – Good/Bad for every character
· If you die you get to play the bad guys
· Inventory = Combine stick and poison to create a weapon
After talking about the different mechanics we could incorporate into the game we decided that we should try to figure out a few potential dynamics that could be generated by implementing the mechanics. We came up with a short list containing a few examples:
Dynamics:
· Severe hunger need
· Poison/weakness
· Food = power
· Hallicunations
· Eat the right mushroom
· Help/Backstab
· Run away
· Get lost
For the exploration part of the game we wantedd
to use a tile system we would have a starting tile where the explorers started but then a combination of different tiles with different purposes such as a high cliff or having to swim underwater.
Tile system:
Starting tile:
Size = 2 regular tiles
Estethic: Cavern - Water/Lake
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